Bimmer Posted March 9, 2012 Share Posted March 9, 2012 To my dismay, it appears that the rather absurdly long delays in calling indirect fire from units located immediately adjacent to the HQ remain in v1.10. That is, an HQ calling fire from a mortar in the next action square (obviously in full contact) is still subjected to the same delays as if the mortar were in command through the radio net via contact with another HQ. I was hoping this would be looked at and addressed. Any insight into whether it was considered? On a related note, does anyone know if the dead FO bug was addressed? This is the one that occurred when an FO was killed with a fire mission pending, causing the mission to continue and going into an endless spotting round loop (which the FO couldn't observe due to deadness), with no other units able to cancel the mission, rendering the battery effectively useless for the duration. 0 Quote Link to comment Share on other sites More sharing options...
Agua Posted March 9, 2012 Share Posted March 9, 2012 On a related note, does anyone know if the dead FO bug was addressed? This is the one that occurred when an FO was killed with a fire mission pending, causing the mission to continue and going into an endless spotting round loop (which the FO couldn't observe due to deadness), with no other units able to cancel the mission, rendering the battery effectively useless for the duration. Had a FO with mission called the other night and the mission cancelled when a sniper took hiim out. Spotting rounds had not begun to fire at that point, though. 0 Quote Link to comment Share on other sites More sharing options...
Bimmer Posted March 9, 2012 Author Share Posted March 9, 2012 Well, that's a step in the right direction. 0 Quote Link to comment Share on other sites More sharing options...
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